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Kartefant

NATIONS - KARTEFANT (HUMAN)
Only HUMAN has the
authority to join. Merkhadian nation and Almighty Land Pirate Crew are
the opposing forces to this nation. Player can get all the quests to get
the extra skill points. Human will receive 2 additional bonus points
along with the primary stat increase at each level (level 1 to 10).
Classes can be changed once the character reaches level 10. You can
change your starting class into more powerful and specialized classes.
Look for the associate Trainer in the main town, [SHIFT] + [LEFT-CLICK] their name and select [Change Class] from the menulist.

•   Fighters •   Acolytes •   Mages •   Rogues

FIGHTERS
The brawns of the human
nations are the Fighters. They are the backbone of the resistance to the
Ak'Kan. Possessed of incredible strength and endurance, versed in
weapons of all shapes and sizes, Fighters are among the most popular of
the Human adventurers.


The Fighter is a character class that can use almost all close combat
weapons. They usually act as close-range strikers in a party. Even
though is weak in ranged attack, he is invaluable in protecting other
party members. Is it then that their weapon skills become more
efficient and they can deal massive amounts of damage. At level 10, they
can change their class to become either Defender or Warrior.

Defenders are the protectors of the Human nations. They believe that the best
offense is a good defense, and so they have the highest HP of all Human
classes. They gain STR and CON stats equally over time, so they can wear
heavy protective armor for a high defense, and they deal mighty
offensive blows as well. This resilience comes at a price, however: they
are generally slower and less accurate than the Warrior and the more
emphasis they place on defense, the weaker their attacks. Further, they
are nearly defenseless against magic, and must carry especially
enchanted equipment to protect themselves from enemy spell casters.

Stat Growth Each Level : STR = 1.5 , CON = 1.5

STR

Damage, Accuracy, Evasion, Magic Defense
CON
HP Max Value, HP Recovery

Warriors are the most physically dangerous of all the Human classes. Like the
Ak'kan Attacker, Human Warriors are fast, accurate, and deadly, and
appear to have no upper limit to their ability. Warriors are the best
damage dealers in the game, for their ability to learn Dual Mastery
allows them to wield two weapons at a time. However, they pay a price
for this power: Warriors cannot bear defenses more powerful than a
Buckler. Their HP will always remain low, and they must always remain
vigilant against opposing magic users because of their inability to
carry a shield.

Stat Growth Each Level : STR = 2 , CON = 1

STR

Damage, Accuracy, Evasion, Magic Defense, Speed, Magic Power, MP Max Value, MP Recovery, Dual Wield
CON
HP Max Value, HP Recovery
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ACOLYTES
The second Human class is
that of the Acolytes. They use white magic to protect and cure their
allies, and are nearly as effective in close combat as Fighters.


The Acolyte is the character class that is responsible for healing
other party members. Although they are not able to heal a party member
directly at this stage, they are capable of reviving dead party members
or increase their recovery speed and casting many other protection
spells. Although they are not effective in close combat, they can act as
close combat soldiers in certain situations since they have moderate
HP.
At level 10, they can change their class to become either Priest or Cleric.

Priests tend to take a secondary role in most combat they support their party
through protective blessings and recovery spells rather than take part
in battles. This is not to say they sit passively on the sidelines: they
have an excellent array of armor and strengthening spells, and though
they do not possess any powerful primary attack skills, they are still
opponents to be reckoned with. Like Clerics, Priests focus mainly on
their WIS. They gain greater MP, more damage, and a higher magic
resistance, in addition to the bonuses they gain when handling blunt
weapons. Priests who focus on their CON value have powerful defensive
abilities, while those who focus on WIS are stronger on the offense.

Stat Growth Each Level : WIS = 1.5 , CON = 1.5

WIS

Damage, Accuracy, MP Max Value, MP Recovery, Magic, Magic Resistance

CON Evasion, HP Max Value, HP Recovery

Clerics are often considered a support class, though their broad range of
ability makes them effective solo adventurers. Their physical attacks
are relatively weak, but their spells compensate greatly. They become
even more dangerous when they join a party with adventurers who can deal
great physical or magical damage. Most Clerics focus intensively on
their WIS, because it provides an increased damage bonus and allows them
to handle more powerful blunt weaponry. Further, a higher WIS allows
them to support more party members at a time. The other primary Cleric
stat is CON, which enhances defensive powers, HP max value, and HP
recovery.

Stat Growth Each Level : WIS = 2 , CON = 1

STR

Damage, Accuracy, MP Max Value, MP Recovery, Magic, Magic Resistance

CON
Evasion, HP Max Value, HP Recovery
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MAGES
Mages are poor
opponents in melee combat, but their mystical knowledge compensates for
their weakness. They are more intelligent than other classes. One
drawback they suffer is that they see only an increase in HP from CON
increases, and do not gain the benefits other classes gain. Furthermore,
Mages cannot wear gloves, boots, or shields that limit CON.


Although they have weak close combat abilities, lower defense and
always require protection from other character classes, they do posses
very powerful ranged offensive and assist spells that can help their
party members in many situations. They can later upgrade into either a
Sorcerer or Enchanter. They can learn spells that can cause heavy damage
and other assist spells

. At level 10, they can change their class to become either Sorcerer or Enchanter.

Sorcerers generally attack from afar, using powerful elemental spells to bring
down their opponents. Though they can wield a dagger in close combat by
increasing their DEX stat, they lose much of the punch of their spells,
which depend primarily on INT. Sorcerers who focus on DEX improve their
chances of survival, and not much else. Sorcerers' Magic increases with
INT. If they do not pay careful attention to their INT improvements,
they may find themselves unable to use the most powerful magic spells.

Stat Growth Each Level : INT = 2 , DEX = 1

INT

MP Max Value, MP Recovery, Magic, Magic Resistance
DEX
Damage, Accuracy, Evasion

Enchanters are the defensive specialists of the Mage class, specializing in
protective spells like blessings, deflections, and long-range attacks to
demoralize their enemies. They are especially formidable when equipped a
staff especially enchanted to increase Magic. As noted above,
Enchanters do not receive any Defense bonus from a high CON, and are
thus extremely vulnerable in combat. Even those who focus on DEX are in
danger.

Stat Growth Each Level : INT = 1.5 , DEX = 1.5

INT

MP Max Value, MP Recovery, Magic, Magic Resistance
DEX
Damage, Accuracy, Evasion, HP Max Value, HP Recovery
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ROGUES
Rogues possess remarkably
high agility and speed. They use lighter weapons than Fighters and
Acolytes, as befits their skills. Unlike other characters, they always
try to deal a single fatal blow, striking and retreating before their
enemies have a chance to reac
.


Although they have a very high movement rate, they are not suitable as
close combat soldiers since they have lower HP. On the other hand, they
are more suitable in attacking passive monsters because they posses very
powerful ambush attacks and stealth.

At level 10, they can change their class to become either Archer or Assassin.

Archers are the most versatile of fighters of all the classes, both Human and
Ak'kan, . They can fire shots at long range, and are nearly as excellent
when closing with their enemies. Like the Assassins, Archers are most
vulnerable when trapped. Their low HP and defense make them easily
neutralized targets when they are immobilized. The damage dealt by their
long range weapons depends primarily on their STR stat, which also
provides HP and MP bonuses. Archers that focus on developing their STR
will cause more damage, while Archers that increase their DEX stat will
see enhanced speed, skill level, and item attachment capabilities.

Stat Growth Each Level : DEX = 1.5 , STR = 1.5

DEX

Speed, Critical Rate
STR
Damage, Accuracy, Evasion, HP Max Value, HP Recovery, MP Max Value, MP Recovery, Magic Resistance

Assassins are the fastest of all the classes, Human and Ak'kan alike. They rely
on speed and stealth and a devastating first attack. Their up-close
offensive power is excellent. They are, however, doomed when
immobilized. Their low HP and defense make them easy targets, and those
who choose this class are advised to use caution. Assassins do the most
damage when their STR is high, but their speed is necessarily lower than
an Assassin with a high DEX. On the other hand, a strong Assassin will
not possess the speed, skill level, and item attachment capabilities
that a DEX-focused Assassin will. Finally, Assassins with a balanced STR
and DEX may have a high survival rate, but are relatively weak
fighters.

Stat Growth Each Level : DEX = 2 , STR = 1

DEX

Speed, Critical Rate
STR
Damage, Accuracy, Evasion, HP Max Value, HP Recovery, MP Max Value, MP Recovery, Magic Resistance
 
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